1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
|
# Copyright 2018-2019 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
from ...io.com.gltf2_io import TextureInfo
from .gltf2_blender_pbrMetallicRoughness import \
base_color, emission, normal, occlusion, make_output_nodes, make_settings_node
from .gltf2_blender_texture import texture
def pbr_specular_glossiness(mh):
"""Creates node tree for pbrSpecularGlossiness materials."""
# This does option #1 from
# https://github.com/KhronosGroup/glTF-Blender-IO/issues/303
# Sum a Glossy and Diffuse Shader
glossy_node = mh.node_tree.nodes.new('ShaderNodeBsdfGlossy')
diffuse_node = mh.node_tree.nodes.new('ShaderNodeBsdfDiffuse')
add_node = mh.node_tree.nodes.new('ShaderNodeAddShader')
glossy_node.location = 10, 220
diffuse_node.location = 10, 0
add_node.location = 230, 100
mh.node_tree.links.new(add_node.inputs[0], glossy_node.outputs[0])
mh.node_tree.links.new(add_node.inputs[1], diffuse_node.outputs[0])
emission_socket, alpha_socket = make_output_nodes(
mh,
location=(370, 250),
shader_socket=add_node.outputs[0],
make_emission_socket=mh.needs_emissive(),
make_alpha_socket=not mh.is_opaque(),
)
emission(
mh,
location=(-200, 860),
color_socket=emission_socket,
)
base_color(
mh,
is_diffuse=True,
location=(-200, 380),
color_socket=diffuse_node.inputs['Color'],
alpha_socket=alpha_socket,
)
specular_glossiness(
mh,
location=(-200, -100),
specular_socket=glossy_node.inputs['Color'],
roughness_socket=glossy_node.inputs['Roughness'],
)
copy_socket(
mh,
copy_from=glossy_node.inputs['Roughness'],
copy_to=diffuse_node.inputs['Roughness'],
)
normal(
mh,
location=(-200, -580),
normal_socket=glossy_node.inputs['Normal'],
)
copy_socket(
mh,
copy_from=glossy_node.inputs['Normal'],
copy_to=diffuse_node.inputs['Normal'],
)
if mh.pymat.occlusion_texture is not None:
node = make_settings_node(mh)
node.location = (610, -1060)
occlusion(
mh,
location=(510, -970),
occlusion_socket=node.inputs['Occlusion'],
)
# [Texture] => [Spec/Gloss Factor] => [Gloss to Rough] =>
def specular_glossiness(mh, location, specular_socket, roughness_socket):
x, y = location
spec_factor = mh.pymat.extensions \
['KHR_materials_pbrSpecularGlossiness'] \
.get('specularFactor', [1, 1, 1])
gloss_factor = mh.pymat.extensions \
['KHR_materials_pbrSpecularGlossiness'] \
.get('glossinessFactor', 1)
spec_gloss_texture = mh.pymat.extensions \
['KHR_materials_pbrSpecularGlossiness'] \
.get('specularGlossinessTexture', None)
if spec_gloss_texture is not None:
spec_gloss_texture = TextureInfo.from_dict(spec_gloss_texture)
if spec_gloss_texture is None:
specular_socket.default_value = spec_factor + [1]
roughness_socket.default_value = 1 - gloss_factor
return
# (1 - x) converts glossiness to roughness
node = mh.node_tree.nodes.new('ShaderNodeInvert')
node.label = 'Invert (Gloss to Rough)'
node.location = x - 140, y - 75
# Outputs
mh.node_tree.links.new(roughness_socket, node.outputs[0])
# Inputs
node.inputs['Fac'].default_value = 1
glossiness_socket = node.inputs['Color']
x -= 250
# Mix in spec/gloss factor
if spec_factor != [1, 1, 1] or gloss_factor != 1:
if spec_factor != [1, 1, 1]:
node = mh.node_tree.nodes.new('ShaderNodeMixRGB')
node.label = 'Specular Factor'
node.location = x - 140, y
node.blend_type = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(specular_socket, node.outputs[0])
# Inputs
node.inputs['Fac'].default_value = 1.0
specular_socket = node.inputs['Color1']
node.inputs['Color2'].default_value = spec_factor + [1]
if gloss_factor != 1:
node = mh.node_tree.nodes.new('ShaderNodeMath')
node.label = 'Glossiness Factor'
node.location = x - 140, y - 200
node.operation = 'MULTIPLY'
# Outputs
mh.node_tree.links.new(glossiness_socket, node.outputs[0])
# Inputs
glossiness_socket = node.inputs[0]
node.inputs[1].default_value = gloss_factor
x -= 200
texture(
mh,
tex_info=spec_gloss_texture,
label='SPECULAR GLOSSINESS',
location=(x, y),
color_socket=specular_socket,
alpha_socket=glossiness_socket,
)
def copy_socket(mh, copy_from, copy_to):
"""Copy the links/default value from one socket to another."""
copy_to.default_value = copy_from.default_value
for link in copy_from.links:
mh.node_tree.links.new(copy_to, link.from_socket)
|